How are sales for you publishers?

We provide tools (software) and since FAB went live we have seen 0
We have had users come to our discord asking where they can get our tools

And frankly with how poorly the store is set up when asked we do not direct them to FAB

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yup especially when we see post like these: 2 assets I already bought on UE Marketplace (same creator), asking me to buy again on Fab.com even though they're in my Fab library :pensive:

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Hi

Same for meā€¦

Since the launch on FAB my sales have collapsedā€¦ I sold only 1 product in 11 days? I havenā€™t really checked, but I think that in addition the reviews have disappeared, which is incomprehensibleā€¦ All publishers know that having reviews is extremely rare, and I find it a shame not to have transferred them.

I think Iā€™m going to stop publishing assets on this store, because the approval team does strange things like for example refusing a Unity product, while it is sold on the Unity Store, which makes no senseā€¦

And every time I publish something there is a problem, not enough mesh, product not clear for the customer, blablabla, etc etc I find that the approval team judges real creators too harshly, while the store is full of crap made under AIā€¦

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so far my average sales collapsed by about 90% - Iā€™ll try to post an update to % at the end of the month.

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In the future, sales will drop 95% because the ai auto-publishing tool is here.
Now, the AI auto-content and publishing automation tool is here, currently in its beta version. This tool supports several stock markets such as Pond5, 123RF, and various other stock marketplaces. How does this tool work? It uses offline models to generate images, audio, basic 3D models, image textures, and other assets. It automatically creates assets, and then uploads them to stock markets with auto-generated descriptions and tags, submitting them to those that support AI-generated content.

The tool is advancing, and some users have suggested adding support for Fab and Unity marketplaces. The developers have taken this feedback seriously and are working on it, explaining that they will use Unreal Engine integration and the Dropbox storage system to upload assets for file submission. The tool is currently in beta, and only users who have made higher donations have access to it. So, in the future, the marketplace will be flooded with more AI assets because of this type of automation tool and it will hugely impact on sales.

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Try orbital-market

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My main issue is that this is a better search tool, but still just points to FAB which atm cannot be trusted because they arenā€™t acting to remove stolen/ripped assets (and are still approving blatantly obvious asset rips).

I donā€™t know who runs Orbital-Market but it would be amazing if they had their own storefront / licenses. If Epic isnā€™t going to address these issues they leave us with very little choice but to go elsewhere.

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Since the launch of FAB 1 sale lol. Although my sales on UEM were excellent and allowed me to live on this

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I understand you, I also depend on this to live. Letā€™s hope that Black Friday boosts sales and things start to return to normal.

In my experience

  1. CGtrader
  2. Sketchfab ā†’ now fab, but no sales so dar here
  3. turbosquid (about 3 times less then above)
  4. blendermarket, renderhub, 3dexport (again about 3 times less then above)

cgtrader is best because they have collections and sometimes in one shot you can earn much more then usually.
Yet sketchfab because of 3D viewer was the best altough relatively easy to hack (models frequently leaked and were available free of charge).

Are you doing SEO optimizations on your titles, descriptions, and tags? The first week or two was rough but now I am back to selling 1-3 copies every day or every 2 days which is honestly better than it was on the marketplace.

KomodoBitGames - Could you share some of your knowledge, please?

Iā€™m about to release my first Asset Pack here and want to be living from the marketplace eventually. I did a lot of research previously about publishing on the previous marketplace and had a plan, but this environment is different.

I know a little bit about SEO but in regards to standard websites showing up in search engines etc.

If you could share some tips about performing well on fab, or maybe posting some links to articles which you used to learn, Im sure not only me, but many other publishers will be very thankful.

Thank you in advance :slight_smile:

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2 sale this month instead of 30 usualy since its my main revenue im starting to be realy worry
one month like this will be ok but not two

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Basically you just need to use keywords that are relevant to natural language search in your title, description, and tags. Like donā€™t name a Christmas asset pack ā€œwinter wonderlandā€ name it ā€œChristmas props packā€, and make tags like ā€œholidayā€ ā€œthemedā€, ā€œfestiveā€, etc. When I use fab if I am searching for Christmas themed stuff I will specify Christmas in the search.

Pricing is also super important and possibly why some people are losing sales on fab compared to the marketplace, donā€™t punish people for being successful or they wonā€™t help you be successful IE. charging 10x the price for a professional tier. Either do price parity on tiers(works well for me) or a small adjustment like 10-25 bucks more but offer the personal for less.

I saw a guy trying to charge 100 bucks for the personal tier and 1200 dollars for the professional, he is likely not selling well as thatā€™s essentially price gouging when nothing extra is offered. Epic games for example offers special perks to enterprise users who pay more for unreal so it works.

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Making things 5-10x more expensive causes lower sales? Shockingā€¦who could have foreseen thisā€¦

Are you price gouging with the professional tier? I have mine at a price parity and it works well.

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yeah at that time i mistaken about pro licence meaning but if you didnt get 1 million by selling unreal project you should not be forced to buy pro licence anyway

:confused:
This is NOT what professional means.
Youā€™re not the first person to post confusing information about the new licenses and I donā€™t really get it - these are not new concepts. Epic just took way too long to implement them.

Read the documentation.

  • Professional: For buyers who have generated more than $100,000 USD in gross revenue from commercial activity in the last 12 months.

So, if someone have made more than $100,000 in gross revenue in the last 12 months selling food, then decided to suddenly pursue a game development career, then they must buy a professional license.

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when we had to choose a price we didnt have any info about it.
but yeah i will set it to the same price than the basic one i just need to know if i will be removed from black friday sale if i do that now or if i need to wait

The whole pro license thing just makes no sense to me. It is literally just discriminatory pricing. You donā€™t get indemnification, larger distribution volume, etc. for this cost (which is normally why pro/person license tiers exist in the first place - large companies have different needs than individuals or indies and are willing to pay for those needs to be met).

Itā€™s literally justā€¦oh hehe you seem kinda wealthy to us, youā€™ll pay a bit more teehee :wink: you donā€™t get anything for that additional price.

Imagine if you had to pay 5x more at starbucks if you wore a blazer vs. a t-shirt. Thatā€™s their pricing model.